{"id":261,"date":"2013-10-13T10:20:02","date_gmt":"2013-10-13T17:20:02","guid":{"rendered":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/?page_id=261"},"modified":"2013-10-14T10:04:12","modified_gmt":"2013-10-14T17:04:12","slug":"industry-leaders","status":"publish","type":"page","link":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/industry-leaders\/","title":{"rendered":"Industry Leaders"},"content":{"rendered":"<h3><em><strong>Read<\/strong><\/em> &#8211; An Industry Snapshop<\/h3>\n<p>Research by Ambient Insight shows that global sales by game-based and simulation-based learning companies hit over $1.5 billion US dollars last year alone. Their researchers have predicted that the serious games market will grow to $2.3 billion in 2017.\u00a0 That is an increase of\u00a0 8.3% in the next 3 years (Adkins, 2013).<\/p>\n<p><a href=\"https:\/\/blogs.ubc.ca\/gamebasedlearning\/files\/2013\/10\/revenues.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-302 alignleft\" alt=\"\" src=\"https:\/\/blogs.ubc.ca\/gamebasedlearning\/files\/2013\/10\/revenues-300x205.png\" width=\"465\" height=\"317\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Retrieved from <a href=\"http:\/\/blogs.edweek.org\/edweek\/marketplacek12\/2013\/09\/demand_for_game-based_learning_simulations_continues_to_grow.html\">http:\/\/blogs.edweek.org\/edweek\/marketplacek12\/2013\/09\/demand_for_game-based_learning_simulations_continues_to_grow.html<\/a><\/p>\n<p>This number grows to a staggering $9 billion US dollars if it includes simulation-based learning games (Adkins, 2013). And its not just educational software providers developers getting in on the act. In 2005, Nintendo launched <em>Brain Age: Train Your Brain in Minutes a Day<\/em> on the NintendoDS handheld.\u00a0\u00a0<em>Brain Age<\/em> and its variants have since sold over 37 million copies worldwide, and remain one of Nintendo&#8217;s greatest recent successes.<\/p>\n<p>The market is thriving, and much of that is on the backs of a number of industry leaders and trendsetters. From the massive multi-player worlds of <i>Math Blaster<\/i> and <i>Minecraft<\/i>, to ever-popular series like <i>Civilization<\/i> and <i>Reader Rabbit<\/i>, to the cutting edge DGBL developers like <em>Brainpop<\/em> and <em>Sokikom<\/em>, the industry seems, more than ever before, to be in creative and capable hands.<\/p>\n<p>Adkins, S. S. (2013, 08 22). <i>he 2012-2017 worldwide game-based learning and simulation-based markets<\/i>. Retrieved from <a href=\"Adkins, S. S. (2013, 08 22). he 2012-2017 worldwide game-based learning and simulation-based markets. Retrieved from http:\/\/www.ambientinsight.com\/Resources\/Documents\/AmbientInsight_SeriousPlay2013_WW_GameBasedLearning_Market.pdf \">http:\/\/www.ambientinsight.com\/Resources\/Documents\/AmbientInsight_SeriousPlay2013_WW_GameBasedLearning_Market.pdf<\/a><\/p>\n<h3><em><strong>Participate<\/strong><\/em> &#8211; Research an Industry Leader<\/h3>\n<p>Research one or more of the following industry leaders. Consider what these developers and organizations are doing to effectively integrate gaming into education.<\/p>\n<p><strong>1. <a href=\"http:\/\/minecraftedu.com\/page\/\" target=\"_blank\">MinecraftEDU<\/a><\/strong> &#8211; An organization with the mandate to &#8220;Bring <em>Minecraft<\/em> to the classroom&#8221;.<\/p>\n<p><strong>2. <a href=\"http:\/\/www.brainpop.com\/\" target=\"_blank\">BrainPop<\/a><\/strong> &#8211; An educational game developer with a successful subscription based service.<\/p>\n<p><strong>3. <a href=\"http:\/\/kids.discovery.com\/gaming\" target=\"_blank\">DiscoveryKIDS <\/a><\/strong>&#8211; Discovery channel&#8217;s award winning extension into educational gaming.<\/p>\n<p><strong>4. <a href=\"http:\/\/www.lumosity.com\/\" target=\"_blank\">Lumocity<\/a><\/strong> &#8211; A company specializing in improving your brain power through games and puzzles.<\/p>\n<p><strong>5. <a href=\"http:\/\/gamedesk.org\" target=\"_blank\">Gamedesk<\/a> &#8211; <\/strong>An innovative company specializing in blended learning solutions.<\/p>\n<p><strong>6. <a href=\"http:\/\/stemchallenge.org\/\" target=\"_blank\">STEM Challenge<\/a><\/strong> &#8211; A video game development competition for kids.<\/p>\n<p><strong>7. <\/strong><a href=\"http:\/\/gamestarmechanic.com\/\" target=\"_blank\"><strong>Gamestar Mechanic<\/strong><\/a> &#8211; A video game design community with tutorials, development tools, and shared games.<\/p>\n<p><strong>8. <a href=\"http:\/\/www.knowledgeadventure.com\" target=\"_blank\">Knowledge Adventure<\/a> &#8211; <\/strong>Educational video game developers, creators of <em>Math Blaster Online.<\/em><\/p>\n<p><strong>9. <a href=\"http:\/\/fuse.microsoft.com\/projects\/kodu\" target=\"_blank\">Kodu<\/a> &#8211; <\/strong>Microsoft&#8217;s self-publishing tool allows users to create games for the PC and XBox.<\/p>\n<p><strong>10. <a href=\"https:\/\/www.sokikom.com\/\" target=\"_blank\">Sokikom<\/a> &#8211; <\/strong>An edu-tech company specializing in game-based curriculum for mathematics.<\/p>\n<h3><\/h3>\n<h3><em><strong>Comment<\/strong><\/em> &#8211; Post Your Response<\/h3>\n<p><em><\/em>Select one of the industry leaders in the list above, or choose your own not mentioned on the list. Post your remarks on the following in the comments section below.<\/p>\n<p>1. Summarize the significance of this industry leader.<\/p>\n<p>2. Reflect on the educational value of this industry leader&#8217;s contributions.<\/p>\n<p>3. Express whether or not you would use, or have used, a product or service from this industry leader, and state why.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/blogs.ubc.ca\/gamebasedlearning\/analysis\/\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-328 aligncenter\" alt=\"\" src=\"https:\/\/blogs.ubc.ca\/gamebasedlearning\/files\/2013\/10\/level-up.png\" width=\"285\" height=\"158\" srcset=\"https:\/\/blogs.ubc.ca\/gamebasedlearning\/files\/2013\/10\/level-up.png 407w, https:\/\/blogs.ubc.ca\/gamebasedlearning\/files\/2013\/10\/level-up-300x166.png 300w\" sizes=\"auto, (max-width: 285px) 100vw, 285px\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Read &#8211; An Industry Snapshop Research by Ambient Insight shows that global sales by game-based and simulation-based learning companies hit over $1.5 billion US dollars last year alone. Their researchers have predicted that the serious games market will grow to &hellip; <a href=\"https:\/\/blogs.ubc.ca\/gamebasedlearning\/industry-leaders\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":19107,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-261","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/pages\/261","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/users\/19107"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/comments?post=261"}],"version-history":[{"count":13,"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/pages\/261\/revisions"}],"predecessor-version":[{"id":357,"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/pages\/261\/revisions\/357"}],"wp:attachment":[{"href":"https:\/\/blogs.ubc.ca\/gamebasedlearning\/wp-json\/wp\/v2\/media?parent=261"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}